Hello again! In this installment of the Dysplaced Developer Diary, I will discuss combat. We have gone through a few iterations on the model internally, looking at the sweet spot where we want it to be in complexity and feel. A few things are still under consideration and internal testing, but the basic building blocks are in place so that we can have a first look together. Do note that visuals, damage numbers and the sort are all unpolished, so they do not represent the final product.
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But first, a little background. Our open-world game, Dysmantle, was our first title with camera controls. Before that, we made several twin-stick shooters, where the camera was fixed in a certain perspective. While it gave more control for the player as you could move in one direction while aiming at another, it wouldn’t have worked in an open-world game centered on exploration. We also had to change how the combat worked because we needed one joystick (or the mouse) for camera control. In Dysmantle, your character's heading or movement direction was also the direction of your attack. Melee combat was built around using a dodge roll to evade attacks and timing your attacks and power attacks accordingly. We added a toggleable lock-on system for both melee combat and ranged weapons. Being in lock-on meant that your character faced the enemy at all times, and the character's moveset changed to accommodate this: having a directional roll and sidesteps. The combat systems worked pretty well for that title, but we wanted to iterate and give the system more depth as we started making Dysplaced
Let's head into the juicy bits with the background out of the way. The lock-on mechanic has a more pronounced effect this time around. One of the issues with Dysmantle was that the player character could make constant hit-and-run attacks on enemies without any meaningful danger and without having to use the lock-on in the first place. Enemies are much more aware now, as they will do an “attack of opportunity” if you try to scoot past them. This is, in essence, a quick attack that punishes an unwary player. The character also stops to attack, so you can’t hit while running. This makes sense, as the player inevitably encounters human and humanoid enemies that aren’t strictly driven by hunger for flesh but have some acumen themselves.
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Of course, this also means that the player has more actions at their disposal. While in lock-on mode, the player can execute dodge rolls as before but also block enemy hits. The player can craft their melee equipment from a large selection of one-handed and two-handed weapons. If wielding a one-handed weapon, a shield can be equipped as well. As you might have surmised, shields are used for blocking, but if the player does not have one, block action will use their weapon and execute a parry instead. Unlike shields, a parry will let some damage through but not all so that it can be used in a pinch. This should allow for a couple of different playstyles already: a safer option with the shield or a more dangerous but hard-hitting two-handed style, relying more on dodge rolls.
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We are currently looking at the possibility of adding another layer to blocking, the so-called “perfect block,” where if the player times their block action correctly, it will cause the enemy to lose footing and be a prime target for a hit or two. Either way, the enemy hitting your block will still have a flinch animation in place to afford you a striking chance. The weapons might also have secondary attacks that differ from the primary attack in their damage/stamina exchange rate and speed, but that’s also still under consideration. We’re trying to walk a fine line between accessibility and complexity since Dysplaced isn’t purely a fighting game but a resource-gathering and crafting game with fighting.
This raises the question of why not block all the time. We have added a stamina system in place, so the player can’t spam roll or block actions, instead having to settle into a certain rhythm when engaging in combat. Stamina is a stat like HP, so it can be raised during the gameplay either by developing your character or perhaps by eating some energizing food to give you a buff for a certain amount of time. Stamina is also only used when engaging in combat, so if you want to whack some trees into resources, you are free to do so without extra hassle.
You might have noticed that there wasn’t a peep about ranged options or magic. This is mostly because they are still under design, and we wanted to concentrate on melee first. In the current design iteration, however, it seems that we are not building the game around a pure ranged or magic (ranged with sparks) build. The player will have to engage in melee combat, and these ranged options would be more akin to extra tools the player has at their disposal to tip the scales instead of being the main offensive or defensive method.
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Earlier, I mentioned that players can develop their character and apply buffs. While these systems are also works-in-progress, I can share some things with the caveat that they are subject to change. When doing quests and adventuring, you will gain experience, which will materialize into a level at a certain point. Levels afford skill points that you can use to enhance yourself. Skills can range from simple additions of HP and damage to, for example, learning how to gain new materials from an animal you have hunted. While skills aren’t new to Dysmantle players, we have structured them into a big skill tree so that your choices and long-term goals are clearer now. We are still fine-tuning the design, but some intriguing options we have discussed include exclusive choices between two skills and the ability to respec at a cost.
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Finally, about the buffs. The player will find recipes during their adventures, which open up new crafting options. While generally used for all crafting, I will concentrate on cooking. The player will find food materials worldwide, like apples, onions, and such. With correct recipes, these can be transformed into meals. While simple food materials heal the player, cooked meals heal you more and will also apply a buff for a certain amount of time. One example would be an energizing salad, which heals you and gives you a larger stamina bar for 15 minutes.
Whew, that was a doozy. I hope this will give you something to ponder about for the Holiday season. We are heading off for a vacation and will resume these developer diaries next year. Have a great December!